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ox/src/nostalgia/core/userland/gfx_opengl.cpp
T

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7.1 KiB
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/*
* Copyright 2016 - 2021 gary@drinkingtea.net
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#include <array>
#include <ox/std/bit.hpp>
#include <ox/std/defines.hpp>
#include <ox/std/fmt.hpp>
#include <nostalgia/core/gfx.hpp>
#include "glutils.hpp"
namespace nostalgia::core {
using TileMap = std::array<std::array<int, 128>, 128>;
namespace renderer {
constexpr auto TileRows = 16;
constexpr auto TileColumns = 16;
constexpr auto TileCount = TileRows * TileColumns;
constexpr auto BgVertexVboLength = 16;
constexpr auto BgVertexEboLength = 6;
struct BackgroundBufferset: public Bufferset {
std::array<float, TileCount * BgVertexVboLength * 4> bgVertices;
std::array<GLuint, TileCount * BgVertexEboLength * 4> bgEbos;
};
struct GlImplData {
std::array<TileMap, 4> bgTileMaps{};
int64_t prevFpsCheckTime = 0;
uint64_t draws = 0;
std::array<BackgroundBufferset, 1> backgrounds;
GLuint bgShader = 0;
};
constexpr const GLchar *bgvshad = R"(
#version 150
in vec2 vTexCoord;
in vec2 position;
out vec2 fTexCoord;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
fTexCoord = vTexCoord;
})";
constexpr const GLchar *bgfshad = R"(
#version 150
out vec4 outColor;
in vec2 fTexCoord;
uniform sampler2D image;
void main() {
//outColor = vec4(0.0, 0.7, 1.0, 1.0);
outColor = texture(image, fTexCoord) * vec4(1.0, 1.0, 1.0, 1.0);
})";
void initTileBufferObjects(unsigned vi, float x, float y, float *vbo, GLuint *ebo) {
// don't worry, this gets optimized to something much more ideal
constexpr float xmod = 0.06f;
x *= xmod;
y *= 0.1f;
const float vertices[BgVertexVboLength] = {
x, y, 0, 0.04, // bottom left
x + xmod, y, 1, 0.04, // bottom right
x + xmod, y + 0.1f, 1, 0, // top right
x, y + 0.1f, 0, 0, // top left
};
memcpy(vbo, vertices, sizeof(vertices));
const GLuint elms[BgVertexEboLength] = {
vi + 0, vi + 1, vi + 2,
vi + 2, vi + 3, vi + 0,
};
memcpy(ebo, elms, sizeof(elms));
}
void initBackgroundBufferObjects(GLuint shader, BackgroundBufferset *bs) {
auto i = 0u;
for (auto x = 0u; x < TileColumns; ++x) {
for (auto y = 0u; y < TileRows; ++y) {
const auto vi = i * BgVertexVboLength;
auto vbo = &bs->bgVertices[vi];
auto ebo = &bs->bgEbos[i * BgVertexEboLength];
initTileBufferObjects(vi, x, y, vbo, ebo);
++i;
}
}
// vbo
glBindBuffer(GL_ARRAY_BUFFER, bs->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(bs->bgVertices), &bs->bgVertices, GL_DYNAMIC_DRAW);
// ebo
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bs->bgEbos), &bs->bgEbos, GL_STATIC_DRAW);
// vbo layout
auto posAttr = static_cast<GLuint>(glGetAttribLocation(shader, "position"));
glEnableVertexAttribArray(posAttr);
glVertexAttribPointer(posAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
auto texCoordAttr = static_cast<GLuint>(glGetAttribLocation(shader, "vTexCoord"));
glEnableVertexAttribArray(texCoordAttr);
glVertexAttribPointer(texCoordAttr, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
ox::bit_cast<void*>(2 * sizeof(float)));
}
void initBackgroundBufferset(GLuint shader, BackgroundBufferset *bufferset) {
// vao
glGenVertexArrays(1, &bufferset->vao);
glBindVertexArray(bufferset->vao);
// vbo & ebo
glGenBuffers(1, &bufferset->vbo);
glGenBuffers(1, &bufferset->ebo);
initBackgroundBufferObjects(shader, bufferset);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, texture);
//auto texAttr = static_cast<GLuint>(glGetUniformLocation(shaderPrgm, "image"));
//glUniform1i(static_cast<int>(texAttr), static_cast<int>(texture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
ox::Error init(Context *ctx) {
const auto id = new GlImplData;
ctx->setRendererData(id);
id->bgShader = buildShaderProgram(bgvshad, bgfshad);
for (auto &bg : id->backgrounds) {
initBackgroundBufferset(id->bgShader, &bg);
}
return OxError(0);
}
ox::Error shutdown(Context *ctx) {
const auto id = ctx->rendererData<GlImplData>();
for (auto &bg : id->backgrounds) {
destroy(bg);
}
ctx->setRendererData(nullptr);
delete id;
return OxError(0);
}
ox::Error loadTexture(GLuint *texId, void *pixels, int w, int h) {
if (*texId == 0) {
glGenTextures(1, texId);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
return OxError(0);
}
ox::Error loadBgTexture(Context *ctx, int section, void *pixels, int w, int h) {
oxTracef("nostalgia::core::gfx::gl", "loadBgTexture: { section: {}, w: {}, h: {} }", section, w, h);
const auto &id = ctx->rendererData<GlImplData>();
const auto texId = &id->backgrounds[static_cast<std::size_t>(section)].tex;
return loadTexture(texId, pixels, w, h);
}
}
void draw(Context *ctx) {
const auto id = ctx->rendererData<renderer::GlImplData>();
++id->draws;
if (id->draws >= 5000) {
using namespace std::chrono;
const auto now = duration_cast<milliseconds>(system_clock::now().time_since_epoch()).count();
const auto duration = static_cast<double>(now - id->prevFpsCheckTime) / 1000.0;
const auto fps = static_cast<int>(static_cast<double>(id->draws) / duration);
#ifdef NOST_FPS_PRINT
std::cout << "FPS: " << fps << '\n';
#endif
oxTracef("nostalgia::core::gfx::gl::fps", "FPS: {}", fps);
id->prevFpsCheckTime = now;
id->draws = 0;
}
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
//glEnable(GL_TEXTURE_2D);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for (std::size_t i = 0; i < id->backgrounds.size(); i++) {
const auto &bg = id->backgrounds[i];
glUseProgram(id->bgShader);
glBindTexture(GL_TEXTURE_2D, bg.tex);
glBindVertexArray(bg.vao);
glDrawElements(GL_TRIANGLES, bg.bgEbos.size(), GL_UNSIGNED_INT, 0);
}
}
void puts(Context *ctx, int column, int row, const char *str) {
for (int i = 0; str[i]; ++i) {
setTile(ctx, 0, column + i, row, static_cast<uint8_t>(charMap[static_cast<int>(str[i])]));
}
}
void clearTileLayer(Context*, int) {
}
void hideSprite(Context*, unsigned) {
}
void setSprite(Context*,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned,
unsigned) {
}
void setTile(Context *ctx, int layer, int column, int row, uint8_t tile) {
const auto id = ctx->rendererData<renderer::GlImplData>();
const auto z = static_cast<unsigned>(layer);
const auto y = static_cast<unsigned>(row);
const auto x = static_cast<unsigned>(column);
id->bgTileMaps[z][y][x] = tile;
}
}